I think everyone slightly missed the point of TC here. It is an alternative, a fun side project if you will to Gregtech. What we would be doing is nerfing the start so you are forced to progress with GT, then once you get open to full GT power (at which point Thaumcraft loses all purpose as a shortcut), you can fiddle with TC for a bit of fun.
Thaumcraft is well balanced in this setting, as all it provides are items with similar functionality to Gregtech, but a bit prettier, more interesting, and in the case of golems, fun. Gregtech is what we love and will be using for progression but Thaumcraft is one of those things you can decide to pick up as a Technomage ooh what a title. Basically just as a way to have a bit of fun infusing your base with Tech and a hint of magic.
All we have to do is simply nerf the Thaumometer recipe (or something else if someone is violently opposed to that or something) and push TC way back until it is no longer a shortcut.
I much prefer what Calclavia has done (why would you hate the guy, that makes literally no sense) with his fantastic models and more unified design approach... but I would not like MFFS on the server, as it serves very little purpose in this peaceful setting and it takes much of the challenge out (with cheap quarries and Cloning abilitites and mob removal and such)
I love what Pahimar has done and what he has planned. However, EE3 is simply not balanced for a hardcore technomagic modpack.
He posted he was done with MC modding. No more out of him, as with a lot of modders recently.